RimWorld

RimWorld

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[RH2] BCD: CASEVAC
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
15.055 MB
Aug 1, 2021 @ 6:41am
Apr 4, 2024 @ 10:11pm
7 Change Notes ( view )

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[RH2] BCD: CASEVAC

In 1 collection by Chicken Plucker
Red Horse²
22 items
Description

Evacuate casualties out of contact faster with your pawns working as a team with this CASEVAC mod!



CASEVAC allows rescuers to have up to 4 pawns help carry a casualty to the nearest hospital bed. This speeds up their movement with each added pawn, saving precious time to get the casualty further medical attention.

What is BCD?
Battlefield Casualty Drills, medical procedures in the event of a casualty in combat.

What is CASEVAC?
CASEVAC is short for "Casualty Evacuation" which can be done by land or by air. When casualties are evacuated, soldiers are trained multiple methods of carrying the casualty to speed up their evacuation.



The following mod adds:
- New rescue type called "CASEVAC"
- CASEVAC allows up to 4 pawns to help speed up the move speed of the rescuer for each added pawn
- Can only CASEVAC your own colonists
- Can be prioritized in skill menu

Summary: When you choose to CASEVAC, a pawn (up to 4) may join in and will increase move speed of the rescue. Move speed is affected by terrain type and pawn's movement capability.

Clarification:
CASEVAC adds 25% move speed of each extra pawn. This means a total of 4 pawns performing the casualty carry adds up to a total of 100% + 25% + 25% + 25% = 175% of all involved pawns' move speed capacity. Their speed isn't going to be 400% faster, the total is limited.

Demonstration:




No other known mod conflicts (yet)

Combat Extended Compatible?
Should have no issues with combat extended.

Safe to enable mid-save?
Yes.

Safe to disable mid-save?
May cause errors



Please consider to:
[ko-fi.com]

So I can use the money to buy the casualty a tourniquet for their neck!
(Note: This is a joke. Never apply a tourniquet on someone's neck.)





Credits:
Taranchuk - C#
80 Comments
♂Dungeon♂Master♂ Mar 25 @ 3:01am 
colonist do nothing when you prioritize casevac, and at best, only one colonist rescues (casevacs) another colonist, not multiple, as of 1.5.4
♂Dungeon♂Master♂ Mar 25 @ 2:51am 
doesnt seem to work
SaMaHaJoGu Mar 17 @ 8:04pm 
When I request a single colonist to CASEVAC, (even with the work prio set to 1 for all colonists, only the colonist I manually forced to do the job is doing the job.
surefirecure Nov 26, 2024 @ 7:29am 
Just checking - because I'm using Hospital, injured people seem to count as colonists. CASEVAC doesn't work, though. Functioning as intended?
Laurie Aug 30, 2024 @ 7:05am 
Or you could give the equip your colonists with a yayo or go-juice and they can get up themselves once their wounds are stabilised
gRaveyard Aug 5, 2024 @ 2:42am 
Hey, gotta ask - I have a mod (can't figure out which XD ) that adds the Rescue work type, which means I can set that to the highest priority, which means I get pawns automatically rushing to rescue.

I've also got CASEVAC set to priority 1. Haven't needed it so far, but...do pawns *automatically* join in with anyone carrying another pawn? Or does it specifically have to be the CASEVAC command? If so, that would be unfortunate XD
Yeeoo Aug 2, 2024 @ 11:46am 
Make sure you set CASEVAC priority to 1, start a casevac on a downed pawn, in time more and more people will rendevouz with the carrier and bring them to the hospital point. I've seen 6 colonists at once rushing a person. It's neat!
Solitaire Aug 2, 2024 @ 12:13am 
I've never seen a Casevac on my own colonists work. I'm not sure if im doing it right. Do I just have one pawn initiate the casevac or do i select 2-4 to do it. Because when i do the latter, one pawn gets to the patient first and goes on without the others.
LocalYourBoxBro May 26, 2024 @ 9:43pm 
Do remember, to all having issues, you can only CASEVAC your own colonists.
Chicken Plucker  [author] Apr 2, 2024 @ 12:53pm 
@Kris
@Herd - Hey guys I know my reply is late but an error log or a way to replicate the issue would be the only way we can get this sorted.

That being said I may have run into the same issue or an entirely new one with prisoners.

I'm going to push the 1.5 update for now, but I'm waiting for Taran to fix it, cause I generated a log for him to go through for that one, cheers